Zombie Fog / Cadaver

Zombie Fog / Cadaver CR: 5

Gargantuan aberration, neutral evil
Armor Class: 13
Hit Points: 75 [roll;10d8+30]
Speed: 30 ft

STR

0 -5

DEX

0 -5

CON

0 -5

INT

4 -3

WIS

4 -3

CHA

2 -4

Saving Throws: Int +7, Wis +6, Cha +7
Skills: Perception +3, Stealth +4
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical weapons
Damage Immunities: Necrotic, poison, cold, fire
Condition Immunities: Charmed, exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained, unconscious
Senses: Truesight 30 ft, passive Perception 15
Languages: Understands Deep Speech but cannot speak
Challenge Rating: 5
by Colonel 101

Raise Dead. The fog raises the cadavers of the dead in a 75 ft radius to fight for it. As long as it is not skeletal or worse the cadaver takes on an essence of the fog, travelling in it at the same speed and tied to the will of the fog itself. It can raise any cadaver that is not too damaged that dies in it's radius.   Undead / Supernatural Nature. The fog and the the cadavers do not need to east, sleep, drink, or need air.   Turn Immunity. The fog is an aberration and the cadavers are not undead in the true sense so the cleric & paladin rules for turn undead don't work on either.   Nocturnal. The fog is nocturnal in nature, and cannot use it's powers in the daytime, though it can move at will during this time.

Actions

Engulf & Feed (Zombie Fog only). When an creature is injured in the fog, it can siphon off the hit points that were lost by the creature in question.   Bash. (Cadaver only). Melee Weapon Attack +2 to hit, reach 5 ft, one target. Hit 4 1d6+1 bludgeoning damage.   Cause Fear (Zombie Fog only). Spell Weapon Attack +2 to hit, reach 5 ft, one target. When used, the spell has a DC 13 Wisdom saving throw, and if failed, causes disadvantage on rolls for the victim for the rest of the combat. If successful, the creature is unaffected. The fog can only use this three times a night, before needing a long rest.

A Zombie Fog is a massive thick bank of fog infused with the essence of pure evil. Usually appearing near battle sites and graveyards, or places where death on a massive scale has took place, they feed on the emotions emitted at the point of death by sentient creatures. The fog feeds on this emotion over the months and years, until it drains such emotions, whereupon it travels around the area to look for living victims to kill and feed on. It does this with the help of reanimated cadavers that hide in the fog itself. The fog never travels too far from where it had came into being and will add any cadaver it can to it's horde.

Suggested Environments

Battle sites, graveyards / pits, massacre sites.

Related Organizations

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